Posted: Sat Apr 06, 2019 11:51 am Post subject: Base address change at respawn
Hello everyone, I hope you knowledgeable CE folks can help me understand what happens in my game. I use CE to find good AoBs and base address in a flightsim. Once I have those I use scripts to read the values and display them in overlay guis. In other words: I grab flight-related data that players usually have no access to, and build my own gauges to display the data while flying.
I did several gauges using the AoB method, but for one I went for the base address approach since I didn't find any good AoBs.
The first pointer scan gave me around 3 million results with up to 8 or 9 offsets.
I restarted the game and did the second scan based on the first scan results and so on.
After 3-4 rounds I had 3 base addresses (6-level pointers) that seemed valid. I built my script using one of them.
When I spawn for the first time, the base address and offsets always lead me to the correct address. At respawn, however, the base and offsets point to the wrong address in 90 percent of cases (I also reload the script that finds and reads the address).
What in the world is happening here? Forgive my ignorance if this is ultra-trivial but I'm a newbie here.
Scan for pointers again, but use another pointermap generated after a respawn.
Thanks, I'll try that. In hindsight I guess that's why it was so damned hard to get the base address in the first place. Quite a few times the pointer scan results went from 300 million after the first scan to zero in the second or third round.
Can this be linked to the fact that the base addresses I found are in fact a module (sceneman.dll) + 6 levels of offsets?
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